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Quarriors! Light vs. Dark» Forums » General

Subject: First impressions rss

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Scott
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I sat down last night with my wife for our first play of the latest edition of Quarriors. A little background, I recently picked up a copy of Quarriors with Quarriors! Quarmageddon, Quarriors! Rise of the Demons, and Quarriors! Quest of the Qladiator. I haven't gotten many plays in yet and haven't touched the mechanics in Quest (locking) or Demons (corrupted). I was reading about this edition and saw the rework of the basic quiddity dice and was very intrigued. Last night we played our first game using this expansion as a standalone game.

Issues

We had a few hiccups in the game since we usually play cull the scoring die, but doing so would have depleted the dice pool too much. For example my wife scored 2 assistants her first round, if she had culled them she would have been playing with only 4 dice until she acquired some new ones (and I did see in the directions that there would be no culling unless it was a card effect).

My wife also hated the anchored spells. We had the greater of the highest demon and angel card which allow the killing of an opposite aligned creature for three of there specialized quiddity. Ex if you roll and spend three dark quiddity you can kill a light aligned creature in your opponents ready area. I used this several times as I was having no luck rolling creatures and it was the only way to stop her from winning a runaway victory. She absolutely hated that aspect and complained about it several times.

Since we were playing with no culling the spells got pretty much ignored. It didn't help that the cards I had pulled were a little more expensive than the could have been, but we were both very focused on obtaining creatures. At the end of the game there were only about 7 creatures left in the wild. That makes me wonder how even 1 more player would have changed aspects of the game since it seems pretty likely we would have totally run out of creatures in the wilds.

Fun

I really do enjoy the new basic quiddity dice. We were consistently rolling higher with those 2 allowing us access to the more powerful monsters more evenly. This was especially beneficial without culling, as it kept things fairly even.

The fact that there are variations on the assistant is great as well. We got the logistics specialist last night allowing us to draw to extra dice when a question mark was rolled. It didn't happen often, but when it did we each rolled doubles getting 4 more dice from the bag.

The anchored spells allowed for a bit more strategy and a little more even playing field, in my opinion. I would have lost the game very early without being able to take out her more powerful creatures using them. I guess it depends on what side of the spell you are on to your enjoyment of it.

Not culling the dice led to less lame duck hands. It was always terrible in the older versions when you pulled out 6 dice and they were all basic quiddity and assistants. This did still happen, but not nearly as often allowing a higher rate of conflict.

The new creatures special abilities were also a lot of fun. Obviously having only played once I don't know how all 5 versions work, but the combo we had last night worked out pretty well.

Integration:

For now I'm going to keep this game separate from the others until I have a better feel for how it works. I do worry a bit that the light/dark aspect will get too diluted with all the others. It would be great if the released a card only expansion to redo some of the older creatures with anchored spells and discounts to incorporate the new mechanic.

Overall:

I enjoyed this and think that if they keep this around and allow it to grow, and retro fit some of the old cards, it can be a great addition to the gameplay.
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Robert MacLean
South Africa
Cape Town
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bookblogger wrote:
I do worry a bit that the light/dark aspect will get too diluted with all the others.

it happens with all the expansions. I have everything except demons and it is all diluted.

I agree, it would be awesome if the released a card only expansion to redo all the mechanics on to the existing dice. I would easily pay what I paid for light & dark for that so that it becomes a tighter & more unified game overall.
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Scott
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rmaclean wrote:
bookblogger wrote:
I do worry a bit that the light/dark aspect will get too diluted with all the others.

it happens with all the expansions. I have everything except demons and it is all diluted.

I agree, it would be awesome if the released a card only expansion to redo all the mechanics on to the existing dice. I would easily pay what I paid for light & dark for that so that it becomes a tighter & more unified game overall.


I've read that that is what has happened to everything, but as I said I've kept the other mechanics out while learning the base game. I think my group and I are ready for the locking stuff. I don't have Quartifacts so I don't have access to the quest cards yet, but that will be something I get at some point.

At least with the light/dark quiddity you can make the other angelic/demonic creatures one quiddity cheaper if you use their version of quiddity to purchase without too much difficulty.
 
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Richard Taylor
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Are you playing the Cull Rule as "remove the dice from the game" or as "put dice back onto card it came from"?

If you are removing the dice from the game I can understand why this could be a problem but if you are returning the dice to its card then you should not have any problems with Culling in a four player game.
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Scott
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rhadamanthine wrote:
Are you playing the Cull Rule as "remove the dice from the game" or as "put dice back onto card it came from"?

If you are removing the dice from the game I can understand why this could be a problem but if you are returning the dice to its card then you should not have any problems with Culling in a four player game.


We play culling as putting the dice back into the "wilds" on their original cards. We did not do any culling because of scoring in this game since as I said it would have left us without enough dice for a full hand several times.
 
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